Category Archives: mobile

Insights from the BDI Social Consumer Conference

I recently attended the Social Consumer 2012 conference, presented by the Business Development Institute. Representatives from major brands discussed how they used social media to connect with customers. There were five fascinating presentations (and one entertaining interview, courtesy of the Wall Street Journal’s Simon Constable) followed by roundtable discussions hosted by experts in numerous fields. A very educational experience.

If you couldn’t attend, here are some highlights.

JetBlue on Twitter Drinking From the Fire Hose
Jenny Dervin, VP of Corporate Communications, called customer service on Twitter drinking from the fire hose.She gave a recent example of how JetBlue uses Twitter to handle complaints. A passenger had a carry-on bag that held a folding bicycle. The ticket agent ignored the fact that the bag was the proper size and weight for carry-on, and charged the passenger JetBlue’s standard bike fee — meant for bikes that take up valuable space in the cargo hold. Unsurprisingly, the passenger complained about the fee on social media and got his Oregon-based bike club to join in. Dervin’s team saw the problem on Twitter and issued a refund within 24 hours. Now the entire bike club are JetBlue fans.

The Lesson: Dervin put it best: A service failure is an opportunity to build loyalty — if it’s done well.When a customer has a problem, “you get credit for publicly saying We agree with you and we will look into this.’”

Fun fact: JetBlue has 15-20 people monitoring Twitter and other social media channels using CoTweet; six are on duty at any given time.

MultiVu Brands As Storytellers
Tom Miale, Director of Multimedia Engagement at MultiVu, said that the #1 issue at this year’s South by Southwest Interactive was that brands must become storytellers to be compelling to customers. As an example, Miale presented the Facebook Page for Captain Morgan. The company uses the Timeline feature to post events all the way back to 1635, the real Morgan’s birthdate. In the 1800s section of the Timeline, you’ll find photos of Morgan’s crew, accompanied by jokes and stories in the captain’s sly tone. This is a fun and innovative way to take full advantage of the Timeline feature by creating stories that involve customers and keep them on your Facebook Page.

The Lesson: Not every brand has the adventurous history of a pirate. But you can still say a lot about your company and your product, from your humble beginnings to the challenges you’ve overcome. Your employees undoubtedly have interesting stories; ask to share them to help create a personal, emotional connection to customers. 

Fun Fact: Miale told us that, in 1965, three 60-second commercial spots could reach 80% of American adults. Today, youd need 117 commercials to accomplish that feat.

Tasti D-Lite Swirls Around Foursqaure
BJ Emerson, Vice President of Technology for Tasti D-Lite, may have been the hit of the conference — and not just because he was giving out coupons. He showed how the frozen-treat company allows customers to connect their store TreatCards to Fourquare. When the clerk swipes the card, the customer is automatically checked in on Foursquare (which gets posted on Twitter and Facebook if the customer chooses). Emerson cautioned brands to “go beyond the mechanics and look at the dynamics. He cited an example of a Tasti cashier who knew to push the “Foursquare discount” button on the register, but didn’t know what the customer meant when she said “I’m actually the Mayor.” Our social media tools seem straightforward, but you have to make sure you train your staff how to use them in face-to-face situations with customers.

The Lesson: Emerson had the most retweeted line of the conference: Referring to the fact that brands now know where their customers are in real time, thanks to Foursquare and Twitter: “We used to call it stalking; now we call it location-based marketing.” Luckily, most brands are using that knowledge for good, by giving instant discounts and prizes.

Fun Fact: Emerson recommended creating a Google Alert for online mentions of your brand. Make that alert an RSS feed and send the feed to Outlook. That way, you have an offline archive of all your mentions and can search back through years. It’s more efficient than combing through the archives on Twitter or its various applications.

This was only a small part of the great information given by knowledgeable speakers. Thanks to BDI’s Sponsorship Event Coordinator Jennifer Brous, Director of Events Maria Feola-Magro, and CEO Steve Etzler for another informative conference.

What’s Foursquare Really For?

The best social sites have clearly stated goals. Facebook is for connecting with friends. Twitter is for live updates. LinkedIn is for business networking.

So what is Foursquare? The smartphone app allows you to “check in” to a location, with the option of adding a comment and/or sharing the update on Facebook and Twitter. You can leave a “tip” at your location, so other users will see “Be sure to try the nachos!” when they check in at the same restaurant. 

You get points and badges for various “achievements,” whether it’s visiting five different Italian restaurants or traveling to different states. You can compete with your friends for the most achievements. Whoever checks in the most at a location, whether it’s a park or a store or the Rose Bowl, becomes the “Mayor,” with their photo on the location’s main page.

But what’s it all for? The points have no value. You don’t need a third party to announce your location on Facebook and Twitter. The tips aren’t moderated, leading to weird or unhelpful comments, and old tips can become outdated. When you check in at a museum or gallery, for example, you’ll see many posts about exhibits that are long gone. 

One of the best uses for the service was for businesses to offer discounts to anyone who checked, or to the Mayor. Dozens of Houlihan’s franchises give a free order of fries for every check-in, while the current Mayor receives 10% off all food items. This strategy could lead to consumers actually competing over who visits an establishment the most — a dream of any store owner. But few companies have followed Houlihan’s lead.

Foursquare founder Dennis Crowley recently spoke to VentureBeat about the service’s “identity crisis.” He said Foursquare is “most interested in taking the data from check-ins to model what’s happening in the real world, and help people find new things.” He pointed to Radar, an app now available on phones running iOS5, which alerts you when your friends are nearby or when you’re near a venue you’ve told Foursquare you want to visit.

I’ll be the first to say that Facebook and Twitter can’t match that. But just a few weeks later, Foursquare also announced that it was adding menus to 250,000 restaurant listings. Even Yelp and Urbanspoon don’t offer that feature. But how is it social? How do recommendations and menus align with points, badges, and tips? How will any of these lead to more businesses offering discounts to attract new customers?

It seems that Foursquare has a lot of good ideas but isn’t sure which direction take. If Zagat, now owned by Google, adds menus to its app, it could quickly overtake Foursquare’s new feature. Facebook’s “Add a location to this post” option now threatens Foursquare on another flank. And I travel all over New York City and hardly ever see a Foursquare sticker on a store window or the logo on the menu.

I hope Crowley can find a clear path for Foursquare. After all, it’s a great concept. But its time is running out.

Five Reasons Why Starbucks’ Cup Magic Is Truly Magical

You may have read about “Cup Magic,” Starbucks’ augmented reality holiday promotion, but if not, here’s the scoop.

Caffeine lovers are encouraged to download a free app, buy a cup of coffee, and point their smartphone at the character on the cup. Through the magic of augmented reality, the characters come to life, acting out holiday scenes such as sledding and ice skating.


Here’s why BRANDEMiX believes augmented reality will be a major advertising trend for 2012:

  • •It’s social. The Starbucks app easily allows you to share the animations through either Facebook or email. So even people who don’t know about the promotion, or even consciously ignore Starbucks advertising, may find a fun little holiday video in their Facebook feed. Starbucks is letting customers do its marketing.
  • It’s great for business. Since each Starbucks cup features only one character, customers must buy at least five cups of coffee to see them all. Then again, even non-drinkers can get into the fun, as 47 Starbucks products are involved in the promotion.
  • •It’s great for everyone. Let’s face it, Starbucks doesn’t offer many items for little ones; many locations sell biscottis instead of cookies. With this new promotion, anyone of any age can enjoy the experience. In fact, since the videos have no dialogue, you don’t even have to speak English.
  • •It creates urgency. Assuming the promotion runs through New Year’s Day, that means customers have 47 days to experience it. A short timeline encourages consumers to visit their Starbucks as soon as possible (though some of us wouldn’t last 47 hours without our Frappucino). Compare this to summer promotions, where consumers sometimes have more than 125 days to participate. More time means less urgency.
  • •It’s fun. There are no coupons, discounts, or special offers associated with the campaign. It doesn’t even cost anything to participate, since the app is free and you can activate videos on products that are just sitting on the shelves. Keeping money out of the equation reinforces the idea that the promotion is for fun and for sharing with friends, a perfect theme for the holidays.

Photo by Liam Gladdy

Starbucks is proving to be a leader in the mobile space. The company’s payment app, which launched in January, has already been used in more than 20 million transactions.  Its QR codes give customers an “evolved shopping experience,” letting them hear music from the region where Starbucks coffee is grown or read reviews from coffee experts.  Cup Magic looks like it will continue Starbucks’ exploration of mobile technology. What’s next?

For the latest on social media, online recruiting, mobile marketing, and other branding trends, please like BRANDEMiX on Facebookfollow us on Twitter, and join our LinkedIn group, Your Digital Brand.

Google+ or Minus?

Do you have a Google+ account? 40 million people do, according to Google CEO Larry Page. But are you using it? That’s a very different question. Metrics, trends, and public opinion are all showing that Google’s new social network simply hasn’t caught on.

Let’s look at the numbers. Data analytics company Chitika has shown that, after a huge increase in traffic when Google+ went public on September 20, traffic has since dropped back down to the same level as when the service was available only by invitation. This means that a lot of people activated their account, which was particularly easy for Gmail users, but haven’t gone back to the site since.


Perhaps most telling is that Google’s own management team barely uses the service. Mashable’s Ben Parr wrote a brilliant piece breaking down the involvement of Google’s senior leadership. In the first three months of Google+’s existence, CEO Page had only posted seven times; co-founder Sergey Brin had posted 12. Eleven executives, including executive chairman Eric Schmidt, hadn’t posted anything at all. By contrast, Mark Zuckerberg is very active on Facebook and Twitter CEO Dick Costolo has tweeted thousand of times. Schmidt finally broke his Google+ silence with a post about Steve Jobs’ death, 107 days after the service launched.

An informal Twitter poll from ReadWriteWeb asked followers why they weren’t using Google+. Some people responded that their friends weren’t on it, which seems to be a cyclical argument. Others echoed Romit Mehta, who responded, “Twitter is good for ‘fast, real time’ and Facebook is where my friends and family are. G+ solves no problem.”

Image courtesy of Kenny Strawn

A Google search of “I love Google Plus” returns 207,000 results. “I like Google Plus” gets 1.18 million results. “I don’t like Google Plus” returns 300,000 results, while “I hate Google Plus” returns 20,700 results. My conclusion? While more than a million people like the service, more people don’t like it than love it. And 10,000 people hate it. (These ratios were about the same when I searched for “Google+” instead of “Google Plus.”)

How about one of my favorite topics – mobile? Google+ does indeed come as an iPhone app. The latest version, released October 4, has only 39 votes (not much interest) and a rating of three stars out of five (not much love). One reviewer wrote, “Is it really THAT hard for a HUGE company like Google to make an iPad native version?” Google seems to be missing opportunities at every turn.

Here’s my personal experience with Google+. I have ten “friends” in different circles. Since I joined on July 9 (three weeks after launch, thank you), my stream has a total of six posts by four people. One of those posts is a notification that a friend changed her profile photo. These are people who regularly update their Facebook, Twitter, or both. They’re just not using Google+.

At BRANDEMiX, we recommend that our clients spend an hour a day on social media, which includes Facebook, Twitter, YouTube, and LinkedIn. Is Google+ currently worth that commitment? I have to say no. Will it ever be? That’s the 64-billion-dollar question.

Google+ or Minus?

Do you have a Google+ account? 40 million people do, according to Google CEO Larry Page. But are you using it? That’s a very different question. Metrics, trends, and public opinion are all showing that Google’s new social network simply hasn’t caught on.
Let’s look at the numbers. Data analytics company Chitika has shown that, after a huge increase in traffic when Google+ went public on September 20, traffic has since dropped back down to the same level as when the service was available only by invitation. This means that a lot of people activated their account, which was particularly easy for Gmail users, but haven’t gone back to the site since.

Perhaps most telling is that Google’s own management team barely uses the service. Mashable’s Ben Parr wrote a brilliant piece breaking down the involvement of Google’s senior leadership. In the first three months of Google+’s existence, CEO Page had only posted seven times; co-founder Sergey Brin had posted 12. Eleven executives, including executive chairman Eric Schmidt, hadn’t posted anything at all. By contrast, Mark Zuckerberg is very active on Facebook and Twitter CEO Dick Costolo has tweeted thousand of times. Schmidt finally broke his Google+ silence with a post about Steve Jobs’ death, 107 days after the service launched.
An informal Twitter poll from ReadWriteWeb asked followers why they weren’t using Google+. Some people responded that their friends weren’t on it, which seems to be a cyclical argument. Others echoed Romit Mehta, who responded, “Twitter is good for ‘fast, real time’ and Facebook is where my friends and family are. G+ solves no problem.”
Image courtesy of Kenny Strawn
A Google search of “I love Google Plus” returns 207,000 results. “I like Google Plus” gets 1.18 million results. “I don’t like Google Plus” returns 300,000 results, while “I hate Google Plus” returns 20,700 results. My conclusion? While more than a million people like the service, more people don’t like it than love it. And 10,000 people hate it. (These ratios were about the same when I searched for “Google+” instead of “Google Plus.”)
How about one of my favorite topics – mobile? Google+ does indeed come as an iPhone app. The latest version, released October 4, has only 39 votes (not much interest) and a rating of three stars out of five (not much love). One reviewer wrote, “Is it really THAT hard for a HUGE company like Google to make an iPad native version?” Google seems to be missing opportunities at every turn.
Here’s my personal experience with Google+. I have ten “friends” in different circles. Since I joined on July 9 (three weeks after launch, thank you), my stream has a total of six posts by four people. One of those posts is a notification that a friend changed her profile photo. These are people who regularly update their Facebook, Twitter, or both. They’re just not using Google+.
At BRANDEMiX, we recommend that our clients spend an hour a day on social media, which includes Facebook, Twitter, YouTube, and LinkedIn. Is Google+ currently worth that commitment? I have to say no. Will it ever be? That’s the 64-billion-dollar question.

Does Mobile Gaming Increase Sales?

The recent Business Development Institute conference that Jason attended featured a number of presentations about mobile gaming. With mobile gaming sales reaching $5.6 billion in 2010, everyone agrees that mobile games are fun, popular, and profitable. However, I think there’s still one question that remains unanswered: Do mobile games actually increase sales?

In 2010, Volkswagen unveiled a driving game called Real Racing GTI to promote their new car. It was “the first time someone launched a car on mobile,” according to Daniel Rosen, the head of AKQA Mobile. The game was downloaded over 6 million times and was the #1 free app in 36 countries. But did it move the needle? AKQA reports that Real Racing GTI led to “over 80% increase in sales leads, test drives and quote requests.” They, and Volkswagen, attributed more than 200 car sales to the campaign.

So there’s one example of mobile gaming increasing sales; here’s another. Jason wrote about RadioShack’s Holiday Hero campaign, in which players could unlock a 20% discount by checking in on Foursquare at locations connected to superheroes, such as a gym. The campaign was backed by funny commercials and videos of holiday shoppers in capes and tights. When the promotion was over, RadioShack found that Foursquare users spent 350% more than the average RadioShack customer during the Christmas season.

Mobile gaming can work for cars and consumer electronics. How about shoes? Fresh Networks ran a Foursquare campaign in London for Jimmy Choo, calledthe Trainer Hunt. Foursquare allowed a pair of Jimmy Choo trainer shoes to check in at trendy spots around the city. Any Foursquare user who checked in at the same location before the trainers left received a pair of shoes in any style or size. The mobile game became a real-time treasure hunt. The result? During the campaign, daily trainer sales increased 33%.
Speaking of treasure hunts, mobile game maker SCVNGR has achieved success with its Diamond Dashes, citywide quests for a diamond engagement ring. SCVNGR has brought this technology to communities in North Carolina, Montana, and Philadelphia, among others. The marketing company claims that its fun, romantic searches brought “positive TV, print, radio, internet and word of mouth attention” to its retail partners. But what about sales? SCVNGR’s case study provides impressive numbers in Facebook Likes and website traffic, but is silent on financial matters. Still, I bet that all that news coverage of laughing couples chasing clues and solving puzzles was probably worth thousands of dollars in advertising.
After all this research, I’m prepared to say that mobile gaming can, in fact, increase sales. From sports cars to RC cards, and from footwear to diamonds, a number of different brands (and ad agencies) have found measurable success with mobile games. My agency is excited about this technology and working on several mobile projects for different clients. If you want to learn more, or share your own mobile gaming story, then post a comment, tweet us @BRANDEMiX, or write on our Facebook wall.

Does Mobile Gaming Increase Sales?

The recent Business Development Institute conference that Jason attended featured a number of presentations about mobile gaming. With mobile gaming sales reaching $5.6 billion in 2010, everyone agrees that mobile games are fun, popular, and profitable. However, I think there’s still one question that remains unanswered: Do mobile games actually increase sales?


In 2010, Volkswagen unveiled a driving game called Real Racing GTI to promote their new car. It was “the first time someone launched a car on mobile,” according to Daniel Rosen, the head of AKQA Mobile. The game was downloaded over 6 million times and was the #1 free app in 36 countries. But did it move the needle? AKQA reports that Real Racing GTI led to “over 80% increase in sales leads, test drives and quote requests.” They, and Volkswagen, attributed more than 200 car sales to the campaign.


So there’s one example of mobile gaming increasing sales; here’s another. Jason wrote about RadioShack’s Holiday Hero campaign, in which players could unlock a 20% discount by checking in on Foursquare at locations connected to superheroes, such as a gym. The campaign was backed by funny commercials and videos of holiday shoppers in capes and tights. When the promotion was over, RadioShack found that Foursquare users spent 350% more than the average RadioShack customer during the Christmas season.


Mobile gaming can work for cars and consumer electronics. How about shoes? Fresh Networks ran a Foursquare campaign in London for Jimmy Choo, called the Trainer Hunt. Foursquare allowed a pair of Jimmy Choo trainer shoes to check in at trendy spots around the city. Any Foursquare user who checked in at the same location before the trainers left received a pair of shoes in any style or size. The mobile game became a real-time treasure hunt. The result? During the campaign, daily trainer sales increased 33%.

Speaking of treasure hunts, mobile game maker SCVNGR has achieved success with its Diamond Dashes, citywide quests for a diamond engagement ring. SCVNGR has brought this technology to communities in North Carolina, Montana, and Philadelphia, among others. The marketing company claims that its fun, romantic searches brought “positive TV, print, radio, internet and word of mouth attention” to its retail partners. But what about sales? SCVNGR’s case study provides impressive numbers in Facebook Likes and website traffic, but is silent on financial matters. Still, I bet that all that news coverage of laughing couples chasing clues and solving puzzles was probably worth thousands of dollars in advertising.

After all this research, I’m prepared to say that mobile gaming can, in fact, increase sales. From sports cars to RC cards, and from footwear to diamonds, a number of different brands (and ad agencies) have found measurable success with mobile games. My agency is excited about this technology and working on several mobile projects for different clients. If you want to learn more, or share your own mobile gaming story, then post a comment, tweet us @BRANDEMiX, or write on our Facebook wall.